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Whats with with my VBO code?

I agree this is pretty boiled down but this is where something I believe is a miss. In here I have three calls. One to build a VBO object, one to render the VBO object and one to render using Vertex Arrays. The application calls either RenderVBO() or RenderArrays() based on the state of a key passing the same arguments to each method, BuildVBO is always called.

The RenderArrays renders properly with geometry, lighting and texels using the activated shader. The RenderVBO call renders the geometry and lighting correctly but the texels are random. See attached screen shots. Not sure whats wrong. Do I need to pass the buffer offsets along somewhere for texels? Why would lighting work if that's the case?